tl;dw game made by computer cry idk if it was the splattering or maybe just no vsync causing cpu to do a majority of the heavy lifting, it wouldnt hurt to add vsync tho i didnt have much framerate issues except for maybe 1 or 2 skips? i couldnt tell that much
the game is really fun and addicting tho, i missed shopkeep first time and ran outta stuff maybe i was blind
10 health is very low and there werent any health pickups or anything but i was still having fun tho
i really dig the style of the characters and the enemies too this game is so fun
Ran like butter for the most part just some minor hiccups during some deaths but like it happened like once or twice on the first lvl but then never again.
That said
*Gore is pretty rad, very satisfying to gib enemies, and getting covered in blood upon a close kill is a nice touch
*All the weapons feel good to use, I’d add a subtle amount of screen shake but that’s me
*Controls are very solid
*Got a little confused with the shop and equip system, but understood it after experimenting with it a bit, Like using right click to move things kinda threw me, maybe it was in a tutorial but a tooltip at the corner of the ui might help
*Art was really charming and I really like the characters, Shopkeeper is cute too!
I stopped in the middle of the second floor. Here's some notes I wrote down while playing:
- The smaller brown crate asset is missing collisions so I can walk inside them.
- Does the shop work? I wasn't able to figure out how to buy anything.
- I got a lot of shotgun ammo but literally 0 pistol ammo, so once I ran out of pistol ammo I basically had nothing to do until I floundered around and found the flamethrower.
- Pressing Esc to open the menu doesn't pause the game, so I could be theoretically killed while checking the settings. The same is true for opening the inventory.
- There should probably be some sort of minimap. I got lost a few times.
- This might go against the design you're going for, but I think the movement is missing a sprint button or something similar. I backtracked a bit because I thought I'd missed something, and it felt like a massive slog at the regular walk speed. You could tie sprinting to a fatigue system during combat if you don't want it to be abused, or if the player has been running while out of combat for a while, they could automatically speed up a bit.
- The weapon balance currently feels a little off. Grenades don't feel worth using over guns, and the pistol is pretty bad compared to the other guns. The flamethrower is absurdly overpowered. I'd tap left-click once and that was enough to essentially one-shot any enemy if I waited long enough. Very fun to abuse but probably not good for balancing.
- Feels like a missed opportunity not to have flammable propane tanks or something similar as environmental hazards that explode after taking enough damage. Something to add to the chaos.
- The blood and gore effects when you shoot enemies are really cool and satisfying.
Overall it's very clearly still a work in progress, but I can definitely see the vision. I like the art direction so far, and I'm a big fan of the shopkeeper's design. Very nice.
game's great. i love how the shotgun and gatling gun feel. thank god you haven't implemented dying yet, otherwise this game would have been brutally hard. 10 hp? no health drops? REALLY? now some nitpicking: i didn't personally grew up with old pc games, so using numbers to change weapons never made any sense to me whatsoever. please allow players to cycle between the equipped slots with the scroll wheel also, pressing I to open the inventory is very uncomfortable in WASD games. let us use tab to open and close it game ran perfectly fine even with a billion enemies on screen on my 3060 w10
It's fun! Sure it's early on in dev but it has a ton of charm, it feels good to mow through enemies in the 2nd level. The gorey stuff and TTK seem to be in the right balance already.
I adore the shopkeep design, I wanna see more of her, the designs in general look fun and pleasant to look at. I didn't have any performance issues at all except for the fact that my headphones got coilwhine out of nowhere playing it? Most likely it's a me problem.
I tested it out on a steam controller and aiming is broken with the right stick, I probably could fix it in steam input but just letting you know in case. Also when I entered the shop in the 2nd level, didn't buy anything and entered it again there were no things in the shop anymore.
the shopkeeper is very pleased. the right stick i think i bugged out since last DD, but i havent tested a controller at all so i just didnt notice. oops. i'm aiming for a solid mix of fun-sexy and bloody-gorey-evil, and i hope to attain a nice balance. right now it's more fun than scary, so maybe by next DD i'll even it out a bit by bringing out more frights!
Operating System: Nobara Linux 43 Graphics Platform: Wayland Windows Compatibility layer: Proton 10.0-4 Processors: 16 × AMD Ryzen 7 6800HS with Radeon Graphics Memory: 16 GiB of RAM (14.8 GiB usable) GPU: AMD Radeon RX 6800S Gamepad: Nintendo Switch Pro trough Steam (not working at the moment)
In short: Fun demo, I like making mess but I would like to also that my shots would also damage the environment. I would like to see shotguns pellets. I couldn't find any way to heal and the game is difficult to finish without dying, flamethrower is busted without any delay between clicks. Second level performed ok without dropping any frames.
thanks for playing!! the flame thrower IS busted, i dont have any weapon balance in mind right now as i try and find the 'fun' of them first. balance stuff wont be til next year, surely
The game hasn't changed much since the last time, as informed by the first comment, but I do have a couple of notes.
I think that doing the "a door opened somewhere" is fine when there's a single closed door in the stage but if the maps are going to get more complex this may become a problem in the future. Cables going from the button to the door could be a nice, organic solution and contribute to the room decor as an added bonus.
I experienced no performance issues during the second stage, and I'm playing in a toaster.
I also found the floating headlight someone else already reported. The enemy is dead but it's still doing the animations. However, it can't move.
I'm afraid I couldn't tell if it's dealing damage or not because I had no health left.
the door stuff is just a WIP as i test out potential interactable events so its not just a linear jog forward. colored keys might replace this system, who knows.
the headlight stuff i thought i fixed, but i guess not! the big thing is that i'm glad the game was smooth even on a toaster.
Super cool! Played it a bit and recorded a video. I'll post it on the 'cord later. Overall really liked the models; the way the gore splats over the character is a great touch. I also like the character portraits and look forward to how they'll look when they're more worked in. In terms of performance, it took some hits here and there but I can't say I really felt it all that much— then again I'm used to playing games on consoles at 30 fps so what do I know :^)
Going forward I'd recomend giving the placer some movement options and perhaps make the game a bit faster paced, I think it would make the overall experience a lot more fun. Oh, also a negative: The way you interact with menus and stuff is pretty janky so far. It could do with a little more tightening up, but overall, I had fun! Cheers
As others have said, ammo is a bit too sparse at the moment. Shotgun is kino. It is revving my GPU. I found the costume swap button. Can I only equip purchased weapons in the shop at the moment? Keep at it. I like how the environments are coming together
It's coming together nicely. Fans were going full blast, but it runs well otherwise. The lag while first firing a shotgun was actually satisfying.
Ammo is really tight, so if you miss that one room with flamethrower you are quickly forced back to explore with nothing to defend yourself with. Is there an option to unload ammo from a weapon you want to drop?
Ranged enemies are pretty much the only threat with their chip damage and no healing options, and that's how I died at the first three centaur encounter. Flamethrower feels OP with one shot kill and little ammo usage, but I guess it's balanced by the range against some enemies. Minigun has some nice dynamics where you want to push forward aggressively while keeping the spin going for efficient ammo usage.
Kind of reminds me of Alien Swarm but without coop.
have you interacted with the shop? (its in the first hallway where you spawn in) i'm trying to have a system similar to tok, where ammo is a useful resource. however, running out of ammo is infinitely less fun than how tok worked. finding a balance will be tricky.
thanks for playing!! the minigun was very much inspired by your designs. i hope to improve it and do the inspiration justice some of these days!
I think I either took everything form the shop or I left some shotgun ammo there to leave some free equipment space, but whatever happened there when I came back the shop was empty. I tried to be efficient with the ammo use so outside of finding flamethrower earlier I don't know what I could have done differently, maybe aside from environmental kills but they couldn't possibly make up for that.
I'm a bit confused as I don't know whether I should look at this game as an action, action rpg or survival horror game. Depending on that there are different solutions and it can be fine tuned while preserving the tight ammo experience, but there are trade offs and additional work required. Even the way you place enemies or how readable the level design is can make a big difference.
I like the gore aspect of the game, movement and shooting feel nice, hit impact could be a bit better I think, right now it feels a bit floaty, a bit more snappy would be nice, especially the pistol. Need a bit of feedback when player get hit.
In term of performance, it could reach to 100% gpu usage in some case, which might/might not be an issue depends on the intention but if you aim to support steamdeck, then battery would be a concern. I'm using 3080 TI.
The shop keeper scene is quite charming with the random gun test on the horse <3
Gunplay feels really good for all the weapons (there's apparently a flamethrower but I didn't find it). Pistol (or the default weapon) maybe could deal a bit more damage and have a little more punch to it, but overall it feels great. Don't think there was enough ammo though, wasn't even missing most of my shots but was still constantly running out. Maybe the crates could break and drop ammo?
Not a huge fan of how weapons are equipped though. I think it'd work better if you could just cycle through every weapon in your inventory instead of having 3 slots. Also feel like grenades should just work by pressing G or something instead of having to switch to them.
yeah right now i dont have a lot of the 'rpg' bits in, so its just a shooter. im hoping to have a proper diablo inventory system to eat through, and have it work alongside the gameplay. right now it is pretty clunky, though
Tooltip being under the mouse does indeed suck. I see why you wouldn't want to do it how you do in ToK because my wife I mean my wife I mean the wife I mean the shopkeeper would be hidden. I'm just centering the box below the mouse, and clamping it on screen in my game:
I could see headlamp and hear chainsaw through a wall (imo its a neat spooky feature)
Besides Space Siege, Alien Swarm (steam) would be a good place for inspiration if you're not familiar with it. Looking sick, keep up the good work!
yeah the mouseover stuff is frying my brain. on one end i want to have item comparisons and such, and on the other i dont want to cover your wife. its on the big to-figure-out pile
Now, i noticed some stuttering when firing the shotgun and when selecting the shotgun in the shop. and walking sideways makes the pistol flicker around a bit. And please get the mouse off of the top of the text in the item's description box. Other than that, i have nothing else to say.
Comments
vid:
win 10 3060 8gb uhh ryzen 5600 3.7ghz
tl;dw game made by computer cry idk if it was the splattering or maybe just no vsync causing cpu to do a majority of the heavy lifting, it wouldnt hurt to add vsync tho i didnt have much framerate issues except for maybe 1 or 2 skips? i couldnt tell that much
the game is really fun and addicting tho, i missed shopkeep first time and ran outta stuff maybe i was blind
10 health is very low and there werent any health pickups or anything but i was still having fun tho
i really dig the style of the characters and the enemies too this game is so fun
Windows 10 Intel Core i5 NVIDIA 4070
Ran like butter for the most part just some minor hiccups during some deaths but like it happened like once or twice on the first lvl but then never again.
That said *Gore is pretty rad, very satisfying to gib enemies, and getting covered in blood upon a close kill is a nice touch *All the weapons feel good to use, I’d add a subtle amount of screen shake but that’s me *Controls are very solid *Got a little confused with the shop and equip system, but understood it after experimenting with it a bit, Like using right click to move things kinda threw me, maybe it was in a tutorial but a tooltip at the corner of the ui might help *Art was really charming and I really like the characters, Shopkeeper is cute too!
All in all pretty great! Keep it up!
I stopped in the middle of the second floor. Here's some notes I wrote down while playing:
- The smaller brown crate asset is missing collisions so I can walk inside them.
- Does the shop work? I wasn't able to figure out how to buy anything.
- I got a lot of shotgun ammo but literally 0 pistol ammo, so once I ran out of pistol ammo I basically had nothing to do until I floundered around and found the flamethrower.
- Pressing Esc to open the menu doesn't pause the game, so I could be theoretically killed while checking the settings. The same is true for opening the inventory.
- There should probably be some sort of minimap. I got lost a few times.
- This might go against the design you're going for, but I think the movement is missing a sprint button or something similar. I backtracked a bit because I thought I'd missed something, and it felt like a massive slog at the regular walk speed. You could tie sprinting to a fatigue system during combat if you don't want it to be abused, or if the player has been running while out of combat for a while, they could automatically speed up a bit.
- The weapon balance currently feels a little off. Grenades don't feel worth using over guns, and the pistol is pretty bad compared to the other guns. The flamethrower is absurdly overpowered. I'd tap left-click once and that was enough to essentially one-shot any enemy if I waited long enough. Very fun to abuse but probably not good for balancing.
- Feels like a missed opportunity not to have flammable propane tanks or something similar as environmental hazards that explode after taking enough damage. Something to add to the chaos.
- The blood and gore effects when you shoot enemies are really cool and satisfying.
Overall it's very clearly still a work in progress, but I can definitely see the vision. I like the art direction so far, and I'm a big fan of the shopkeeper's design. Very nice.
game's great. i love how the shotgun and gatling gun feel.
thank god you haven't implemented dying yet, otherwise this game would have been brutally hard. 10 hp? no health drops? REALLY?
now some nitpicking:
i didn't personally grew up with old pc games, so using numbers to change weapons never made any sense to me whatsoever. please allow players to cycle between the equipped slots with the scroll wheel
also, pressing I to open the inventory is very uncomfortable in WASD games. let us use tab to open and close it
game ran perfectly fine even with a billion enemies on screen on my 3060 w10
Windows 11, RX9060XT, 9950X3D, 32gb of DDR5
It's fun! Sure it's early on in dev but it has a ton of charm, it feels good to mow through enemies in the 2nd level. The gorey stuff and TTK seem to be in the right balance already.
I adore the shopkeep design, I wanna see more of her, the designs in general look fun and pleasant to look at.
I didn't have any performance issues at all except for the fact that my headphones got coilwhine out of nowhere playing it? Most likely it's a me problem.
I tested it out on a steam controller and aiming is broken with the right stick, I probably could fix it in steam input but just letting you know in case. Also when I entered the shop in the 2nd level, didn't buy anything and entered it again there were no things in the shop anymore.
also a way to look around more like in hotline miami would be good
thank you for playing!!!
the shopkeeper is very pleased. the right stick i think i bugged out since last DD, but i havent tested a controller at all so i just didnt notice. oops. i'm aiming for a solid mix of fun-sexy and bloody-gorey-evil, and i hope to attain a nice balance. right now it's more fun than scary, so maybe by next DD i'll even it out a bit by bringing out more frights!
Operating System: Nobara Linux 43
Graphics Platform: Wayland
Windows Compatibility layer: Proton 10.0-4
Processors: 16 × AMD Ryzen 7 6800HS with Radeon Graphics
Memory: 16 GiB of RAM (14.8 GiB usable)
GPU: AMD Radeon RX 6800S
Gamepad: Nintendo Switch Pro trough Steam (not working at the moment)
In short: Fun demo, I like making mess but I would like to also that my shots would also damage the environment. I would like to see shotguns pellets. I couldn't find any way to heal and the game is difficult to finish without dying, flamethrower is busted without any delay between clicks. Second level performed ok without dropping any frames.
VOD:
thanks for playing!! the flame thrower IS busted, i dont have any weapon balance in mind right now as i try and find the 'fun' of them first. balance stuff wont be til next year, surely
The game hasn't changed much since the last time, as informed by the first comment, but I do have a couple of notes.
I think that doing the "a door opened somewhere" is fine when there's a single closed door in the stage but if the maps are going to get more complex this may become a problem in the future. Cables going from the button to the door could be a nice, organic solution and contribute to the room decor as an added bonus.
I experienced no performance issues during the second stage, and I'm playing in a toaster.
I also found the floating headlight someone else already reported. The enemy is dead but it's still doing the animations. However, it can't move.
I'm afraid I couldn't tell if it's dealing damage or not because I had no health left.
Keep up the good work.
the door stuff is just a WIP as i test out potential interactable events so its not just a linear jog forward. colored keys might replace this system, who knows.
the headlight stuff i thought i fixed, but i guess not! the big thing is that i'm glad the game was smooth even on a toaster.
thanks for playing!!
Super cool! Played it a bit and recorded a video. I'll post it on the 'cord later. Overall really liked the models; the way the gore splats over the character is a great touch. I also like the character portraits and look forward to how they'll look when they're more worked in. In terms of performance, it took some hits here and there but I can't say I really felt it all that much— then again I'm used to playing games on consoles at 30 fps so what do I know :^)
Going forward I'd recomend giving the placer some movement options and perhaps make the game a bit faster paced, I think it would make the overall experience a lot more fun.
Oh, also a negative: The way you interact with menus and stuff is pretty janky so far. It could do with a little more tightening up, but overall, I had fun! Cheers
> movement options
already on it... 'dash' move soon, i swear
the menus ARE giga janky. one of these days i'll get to it, but UI dev is very far down my list at this time.
thanks for playing!!!
As others have said, ammo is a bit too sparse at the moment. Shotgun is kino. It is revving my GPU.
I found the costume swap button. Can I only equip purchased weapons in the shop at the moment?
Keep at it. I like how the environments are coming together
there's an inventory system like in TOK (press I to open it)
it's quite barebones on that front now, though. i hope to have a nice RPG system in place by next, next DD!
thanks for playing!!
god I'm stupid... could've sworn I pressed "I"
Oh well... I still had fun!
It's coming together nicely. Fans were going full blast, but it runs well otherwise. The lag while first firing a shotgun was actually satisfying.
Ammo is really tight, so if you miss that one room with flamethrower you are quickly forced back to explore with nothing to defend yourself with. Is there an option to unload ammo from a weapon you want to drop?
Ranged enemies are pretty much the only threat with their chip damage and no healing options, and that's how I died at the first three centaur encounter. Flamethrower feels OP with one shot kill and little ammo usage, but I guess it's balanced by the range against some enemies. Minigun has some nice dynamics where you want to push forward aggressively while keeping the spin going for efficient ammo usage.
Kind of reminds me of Alien Swarm but without coop.
>Ammo is really tight,
have you interacted with the shop? (its in the first hallway where you spawn in)
i'm trying to have a system similar to tok, where ammo is a useful resource. however, running out of ammo is infinitely less fun than how tok worked. finding a balance will be tricky.
thanks for playing!! the minigun was very much inspired by your designs. i hope to improve it and do the inspiration justice some of these days!
I think I either took everything form the shop or I left some shotgun ammo there to leave some free equipment space, but whatever happened there when I came back the shop was empty. I tried to be efficient with the ammo use so outside of finding flamethrower earlier I don't know what I could have done differently, maybe aside from environmental kills but they couldn't possibly make up for that.
I'm a bit confused as I don't know whether I should look at this game as an action, action rpg or survival horror game. Depending on that there are different solutions and it can be fine tuned while preserving the tight ammo experience, but there are trade offs and additional work required. Even the way you place enemies or how readable the level design is can make a big difference.
I like the gore aspect of the game, movement and shooting feel nice, hit impact could be a bit better I think, right now it feels a bit floaty, a bit more snappy would be nice, especially the pistol. Need a bit of feedback when player get hit.
In term of performance, it could reach to 100% gpu usage in some case, which might/might not be an issue depends on the intention but if you aim to support steamdeck, then battery would be a concern. I'm using 3080 TI.
The shop keeper scene is quite charming with the random gun test on the horse <3
i didnt cap the framerate and it helicoper-spun a lot of player's fans. i'll fix it, i swear
thanks for playing!!
First impressions:
Gunplay feels really good for all the weapons (there's apparently a flamethrower but I didn't find it). Pistol (or the default weapon) maybe could deal a bit more damage and have a little more punch to it, but overall it feels great. Don't think there was enough ammo though, wasn't even missing most of my shots but was still constantly running out. Maybe the crates could break and drop ammo?
Not a huge fan of how weapons are equipped though. I think it'd work better if you could just cycle through every weapon in your inventory instead of having 3 slots. Also feel like grenades should just work by pressing G or something instead of having to switch to them.
Good work!
yeah right now i dont have a lot of the 'rpg' bits in, so its just a shooter. im hoping to have a proper diablo inventory system to eat through, and have it work alongside the gameplay. right now it is pretty clunky, though
thanks for playing!!
The gibbets flying into fan blades (and in-floor garbage disposal) is sick.
Dark cursor gets lost easily (minigun w/ warmup reticle is perfect)
Awesome monsters, guns feel good to use.
Slower item tooltip background scroll speed looks better imo (grenade/ mingun ammo tooltips > minigun/flamethrower)
Tooltip being under the mouse does indeed suck. I see why you wouldn't want to do it how you do in ToK because my wife I mean my wife I mean the wife I mean the shopkeeper would be hidden. I'm just centering the box below the mouse, and clamping it on screen in my game:


I could see headlamp and hear chainsaw through a wall (imo its a neat spooky feature)
Besides Space Siege, Alien Swarm (steam) would be a good place for inspiration if you're not familiar with it.
Looking sick, keep up the good work!
yeah the mouseover stuff is frying my brain. on one end i want to have item comparisons and such, and on the other i dont want to cover your wife. its on the big to-figure-out pile
thanks for playing!!
Amazing work. This is art.
Now, i noticed some stuttering when firing the shotgun and when selecting the shotgun in the shop. and walking sideways makes the pistol flicker around a bit. And please get the mouse off of the top of the text in the item's description box. Other than that, i have nothing else to say.
cheers!
>when firing the shotgun
yeah i didnt pool some things oops. will be fixed
> please get the mouse off of the top of the text in the item's description box
unsure what you mean by this, though?
Needs more attention ngl, this looks sweet
thanks for the video but im sorry to say i couldnt hear a word :(
Yeah sorry about that.
if you played the one from last DD, feel free to skip.
this version contains 2 new enemies, new fire, more gibs, and a short new level